Sjeng wrote:Goblin-King wrote:Returning to this thread... I'm just so perplexed...
Why would anyone ever play just one quest?!

I was wondering the same thing ^^
Dump D&D. play HQ! Be sensible man!
In my case, me and my student friends don't have much time on our hands these days. This means long periods of time between games, and no gurantee that the same people will be there the next time.

Anywhoooo...I see from the replies here that one can go in several directions with this. Today I started on a chart (amount of gold found and a roll of 2d6 decides what you get), but half way through I realized that it was flawed from the beginning!

Doh!
When I started this thread I was in a hurry, so I forgot some details. 1) The quests in my "campaign" (will be 11 quests) icreases in difficulty, so a single chart would not work well for all of them, and 2) Because of this, and the fact that I want each quest playable by itself, I have included "starting resources" in the quest instructions, which gives each player a set amount of gold to buy equipment for before the mission starts. So if I only use one chart the items found would be incresingly undewhelming, as well as probably already owned by the player.
This is the conundrum, and it's making me confused.

I have one idea at the moment which I'm half ok with:
One chart, based on the gold found and the quest being played (1-11), gives a percentage chance of finding a random item of a set price class. This means for example that 50 gold found is 50% chance of finding an item worth 100 gold in quest 1, 50% chance for a 200 gold item in quest 2, 50% chance for a 300 gold item in quest 3, and so on. Fortunally, I have a classic escape-based quest in the middle, which I can use to scale down the starting values somewhat...
But to get this right seems teedious at best, and a real pain in the butt at worst.

If anyone has a better idea PLEASE let me know.
